This does not mean a FPS game with minor RPG elements thrown in
Would a FPS with proper RPG elements - character driven story, a choice system, consequences of actions, etc.. - be a good game?
the action would play out like any other FPS game but at several points conversation would be available which could give access to new equipment, routes or methods of mission completion. choice sections would also be available which can effect how you complete the mission and effect the game later on (access to supplies, new weapons, allies, etc.)
for example:
You are a member of a small strike force in occupied france (yes i know WW2 has been done to death but its the easiest to work with) for your first mission (kill a local commander) you can either; go straight ahead and attempt the mission with your team or meet up with a local resistance cell who can assist in the mission. if you go straight ahead you could gain an advantage on the immediate mission but could suffer for it later due to missing out on the resources of the cell.
before each mission you could customise your loadout and using skill points could customise your skills - i.e you could train as a sniper so have dead-aim with rifles but be unable to work computers or explosives. Of course this means that minor squad controls would have to be used but i think games like operation flashpoint already have something similar so it wouldn't be that big a leap.
At the very least could the idea of short term gains - long term losses be brought in to spice up a genre which tbh is starting to die in the single player campaign.
Would a FPS with proper RPG elements - character driven story, a choice system, consequences of actions, etc.. - be a good game?
the action would play out like any other FPS game but at several points conversation would be available which could give access to new equipment, routes or methods of mission completion. choice sections would also be available which can effect how you complete the mission and effect the game later on (access to supplies, new weapons, allies, etc.)
for example:
You are a member of a small strike force in occupied france (yes i know WW2 has been done to death but its the easiest to work with) for your first mission (kill a local commander) you can either; go straight ahead and attempt the mission with your team or meet up with a local resistance cell who can assist in the mission. if you go straight ahead you could gain an advantage on the immediate mission but could suffer for it later due to missing out on the resources of the cell.
before each mission you could customise your loadout and using skill points could customise your skills - i.e you could train as a sniper so have dead-aim with rifles but be unable to work computers or explosives. Of course this means that minor squad controls would have to be used but i think games like operation flashpoint already have something similar so it wouldn't be that big a leap.
At the very least could the idea of short term gains - long term losses be brought in to spice up a genre which tbh is starting to die in the single player campaign.